Every HUD alert the game can raise - 57 definitions from
AlertTable, joined with their localized name, cause and consequence. The trigger column reads the
in-game condition out as a sentence.
| Alert | Type | Cause | Consequence | Trigger condition |
|---|---|---|---|---|
ALERT_Heavy | Caution | Inventory is Overloaded. | Movement speed is reduced. | Has Affecter: Overloaded |
ALERT_VeryHeavy | Caution | Inventory is Severely Overloaded | Movement speed is reduced a lot. | Has Affecter: Severe Overloaded |
ALERT_LowHp | Caution | Health is low. | Use healing items to restore health. | Stat Ratio Above: Health Total 20 + Stat Ratio Under: Health Total 40 |
ALERT_LowHeadHp | Caution | Head Health is low. | If damage reduces health to 0 or below, the character will enter Near Death even if Torso Health remains, or die instantly if they have Near Death Aftereffect. | Stat Ratio Above: Health Head 20 + Stat Ratio Under: Health Head 40 |
ALERT_Hungry | Caution | Hunger is low. Need to eat something. | When the unit's Hunger reaches 0, they will fall unconscious and become uncontrollable. Prolonged starvation will lead to death. | Has Affecter: Hungry |
ALERT_Exhausted | Caution | The unit is exhausted. Need some rest. | When the unit's Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units will not automatically sleep even if Energy is low. Use the 'Rest Priority' action option if needed. | Has Affecter: Exhausted |
ALERT_Stressed | Caution | Stress is high. Take care of Mood. | When Stress reaches its maximum, the unit enters a Mental Collapse state, causing negative effects, and Stress is reset to 0. If Stress reaches the maximum again while in Mental Collapse state, the unit will die instantly. Stress decreases when the unit's Mood is above 0. TIP: The longer the unit stays in a dungeon, the stronger the negative effects on Mood. If Mood is difficult to manage during expedition, it's better to return to the settlement. | Stat Ratio Above: Stress 40 + Stat Ratio Under: Stress 60 |
ALERT_LowMood | Caution | The unit's Mood is low. | When Mood is below 0, Stress increases in proportion to it. TIP: In the Mood tab of the status you can check why the unit's Mood is low. | Stat Above: Mood -10 + Stat Under: Mood -5 |
ALERT_LowFood | Caution | Food supplies in the settlement are low. | Food will soon run out. Consider securing more. | Low Food |
ALERT_LowDurability | Caution | Equipment durability is low. | It may soon break, so be cautious. | Equip Durability Ratio Under: Primary 20 or Equip Durability Ratio Under: Secondary 20 or Equip Durability Ratio Under: Head 20 or Equip Durability Ratio Under: Body 20 or Equip Durability Ratio Under: Accessory1 20 or Equip Durability Ratio Under: Accessory2 20 |
ALERT_NoHeadEquip | Caution | No head equipment is equipped. | In the Dungeon + Not In Tutorial + Empty Equipment: Head | |
ALERT_NoBodyEquip | Caution | No body equipment is equipped. | In the Dungeon + Not In Tutorial + Empty Equipment: Body | |
ALERT_NoWeaponEquip | Caution | No weapon is equipped. | In the Dungeon + Not In Tutorial + Empty Equipment: Primary | |
ALERT_BuildingInteractablePositionBlocked | Caution | The building currently has no interactable area. Tasks applied to this building cannot be performed. | Unavailable To Interact | |
ALERT_LowAmmo | Caution | Ammunition is running low. | Refill ammunition before it runs out. | Low Ammo |
ALERT_SevereHp | Warning | Health is critically low. | Use healing items to restore health. | Stat Ratio Above: Health Total 0 + Stat Ratio Under: Health Total 20 |
ALERT_SevereHeadHp | Warning | Head Health is critically low. | If Head Health drops to 0 or below, the unit will enter Near Death state or die, even if Torso Health remains. | Stat Ratio Above: Health Head 0 + Stat Ratio Under: Health Head 20 |
ALERT_VeryHungry | Warning | Hunger is very low. Need to eat something. | When the unit's Hunger reaches 0, they will fall unconscious and become uncontrollable. Prolonged starvation will lead to death. | Stat Ratio Above: Hunger 0 + Stat Ratio Under: Hunger 20 |
ALERT_VeryExhausted | Warning | The unit is very exhausted. Need some rest. | When the unit's Energy reaches 0, they will fall into a deep sleep and become unconscious, unable to be controlled. TIP: During expedition, units do not automatically sleep even if Energy is low. Use the 'Rest Priority' action option if needed. | Stat Ratio Above: Energy 0 + Stat Ratio Below: Energy 20 |
ALERT_VeryStressed | Warning | Stress is very high. | When Stress reaches its maximum, the unit enters a Mental Collapse state, causing negative effects, and Stress is reset to 0. If Stress reaches the maximum again while in Mental Collapse state, the unit will die instantly. Stress decreases when the unit's Mood is above 0. TIP: The longer the unit stays in a dungeon, the stronger the negative effects on Mood. If Mood is difficult to manage during exploration, it's better to return to the settlement. | Stat Ratio Above: Stress 60 + Stat Ratio Under: Stress 100 |
ALERT_VeryLowMood | Warning | The unit's Mood is very low. | When Mood is below 0, Stress increases proportionally. TIP: Check the Mood tab in the status window to see why the unit's Mood is low. | Stat Above: Mood -99 + Stat Under: Mood -10 |
ALERT_DeadlyHungry | Warning | Hunger is severely low. Need to eat something. | When the unit's Hunger reaches zero, they will fall unconscious and become uncontrollable. Prolonged starvation will lead to death. If no action is taken, death will occur soon!! TIP: The unit cannot feed itself. If another unit has food, you can feed it to this unit. | Has Affecter: Severe Hungry |
ALERT_DeadlyDamage | Warning | The unit has taken severe damage and is in a Near Death state. | If no action is taken, death will occur soon!! Another unit can rescue them using surgical tools or Black Serum. | Has Affecter: Severe Damage |
ALERT_NoFood | Warning | No edible food exists for this unit. | There is no food. Secure more supplies. TIP: Different cooking methods affect Mood and Hunger recovery. If food is scarce, use recipes that restore more Hunger even with the same ingredients. | Has Affecter: Hungry or Has Affecter: Very Hungry + Fail Find Food |
ALERT_NoAmmo | Warning | Equipped ammunition is low. | Without ammunition, attacks cannot be performed. | Need Ammo Weapon + Empty Ammo |
| {0} Complete ALERT_ResearchComplete | Research | Research has been completed. | On Research Completed | |
| Someone awaits your decision. ALERT_EventOccur | Event | On Event Occur | ||
| Idle Unit ALERT_Idle | Status | Unit has nothing to do. | In the Settlement + Is Idling | |
| No Research Selected ALERT_NoResearch | Status | No research is currently in progress. | Please select the next research topic. | In the Settlement + Has Building Above: Research Station 1 + Not Researching + Has Remain Research |
| Impending Doom ALERT_Tutorial_GameObjective | Tutorial | First-time trigger. Opens the handbook topic Impending Doom. | The Red Terror has already run | |
| Camera Movement ALERT_Tutorial_CameraMove | Tutorial | First-time trigger. Opens the handbook topic Camera Movement. | The Red Terror has already run | |
| Camera Zoom ALERT_Tutorial_CameraZoom | Tutorial | First-time trigger. Opens the handbook topic Camera Zoom. | Tutorial 1 is finished | |
| Inventory ALERT_Tutorial_InventoryManagement | Tutorial | First-time trigger. Opens the handbook topic Inventory. | Tutorial 6 is finished | |
| Health ALERT_Tutorial_Health | Tutorial | First-time trigger. Opens the handbook topic Health. | Tutorial 4 is finished or First Stat Ratio Under: Health Total 89 | |
| Item Interaction ALERT_Tutorial_InventoryItemInteraction | Tutorial | First-time trigger. Opens the handbook topic Item Interaction. | First UI: Entity Inventory | |
| Tooltip ALERT_Tutorial_Tooltip | Tutorial | First-time trigger. Opens the handbook topic Tooltip. | First UI: Entity Inventory | |
| Skills ALERT_Tutorial_SkillsAbility | Tutorial | First-time trigger. Opens the handbook topic Skills. | First UI: Entity Skill | |
| Auto Skill ALERT_Tutorial_AutoSkill | Tutorial | First-time trigger. Opens the handbook topic Auto Skill. | Main Quest 4 is finished | |
| Game Speed ALERT_Tutorial_GameSpeed | Tutorial | First-time trigger. Opens the handbook topic Game Speed. | Tutorial 10 is finished | |
| Item Weight ALERT_Tutorial_ItemWeight | Tutorial | First-time trigger. Opens the handbook topic Item Weight. | First Affecter: Overloaded | |
| Multi-Selection ALERT_Tutorial_MultiSelect | Tutorial | First-time trigger. Opens the handbook topic Multi-Selection. | Tutorial 11 is finished | |
| Inspect ALERT_Tutorial_Inspect | Tutorial | First-time trigger. Opens the handbook topic Inspect. | Tutorial 12 is finished | |
| Dungeon Portal ALERT_Tutorial_DungeonPortal | Tutorial | First-time trigger. Opens the handbook topic Dungeon Portal. | Tutorial 14 is finished | |
| Storage and Carrying Items ALERT_Tutorial_Storage | Tutorial | First-time trigger. Opens the handbook topic Storage and Carrying Items. | Main Quest 5 is finished | |
| Hunger ALERT_Tutorial_Hunger | Tutorial | First-time trigger. Opens the handbook topic Hunger. | First Affecter: Hungry | |
| Energy ALERT_Tutorial_EnergyStatus | Tutorial | First-time trigger. Opens the handbook topic Energy. | First Affecter: Exhausted | |
| Research ALERT_Tutorial_Research | Tutorial | First-time trigger. Opens the handbook topic Research. | Main Quest 6 is finished | |
| Level Up ALERT_Tutorial_LevelUp | Tutorial | First-time trigger. Opens the handbook topic Level Up. | Main Quest 6 is finished | |
| Mood ALERT_Tutorial_MoodStatus | Tutorial | First-time trigger. Opens the handbook topic Mood. | 1 members are Level 2 or higher | |
| Stress ALERT_Tutorial_StressStatus | Tutorial | First-time trigger. Opens the handbook topic Stress. | First Affecter: Hight Stressed | |
| Consumption Policy ALERT_Tutorial_ConsumptionPolicy | Tutorial | First-time trigger. Opens the handbook topic Consumption Policy. | First Affecter: Plant Rage | |
| Room Type ALERT_Tutorial_RoomType | Tutorial | First-time trigger. Opens the handbook topic Room Type. | 1 members are Level 2 or higher | |
| Dismissing Units ALERT_Tutorial_UnitFire | Tutorial | First-time trigger. Opens the handbook topic Dismissing Units. | Main Quest 2 is finished | |
| Skill Reset ALERT_Tutorial_SkillReset | Tutorial | First-time trigger. Opens the handbook topic Skill Reset. | First UI: Entity Skill | |
| Settlement Expansion ALERT_Tutorial_GoddessTears | Tutorial | First-time trigger. Opens the handbook topic Settlement Expansion. | First Item: Goddess Tears | |
| Death and Funeral ALERT_Tutorial_DeadUnitTreatment | Tutorial | First-time trigger. Opens the handbook topic Death and Funeral. | First Settlement Corpse | |
| Task Priority ALERT_Tutorial_TaskPriority | Tutorial | First-time trigger. Opens the handbook topic Task Priority. | Main Quest 6 is finished |